halflife-photomode/dlls/cbase.cpp

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/***
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*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "saverestore.h"
#include "client.h"
#include "decals.h"
#include "gamerules.h"
#include "game.h"
#include "pm_shared.h"
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void EntvarsKeyvalue(entvars_t* pev, KeyValueData* pkvd);
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void OnFreeEntPrivateData(edict_s* pEdict);
extern Vector VecBModelOrigin(entvars_t* pevBModel);
static DLL_FUNCTIONS gFunctionTable =
{
GameDLLInit, //pfnGameInit
DispatchSpawn, //pfnSpawn
DispatchThink, //pfnThink
DispatchUse, //pfnUse
DispatchTouch, //pfnTouch
DispatchBlocked, //pfnBlocked
DispatchKeyValue, //pfnKeyValue
DispatchSave, //pfnSave
DispatchRestore, //pfnRestore
DispatchObjectCollsionBox, //pfnAbsBox
SaveWriteFields, //pfnSaveWriteFields
SaveReadFields, //pfnSaveReadFields
SaveGlobalState, //pfnSaveGlobalState
RestoreGlobalState, //pfnRestoreGlobalState
ResetGlobalState, //pfnResetGlobalState
ClientConnect, //pfnClientConnect
ClientDisconnect, //pfnClientDisconnect
ClientKill, //pfnClientKill
ClientPutInServer, //pfnClientPutInServer
ClientCommand, //pfnClientCommand
ClientUserInfoChanged, //pfnClientUserInfoChanged
ServerActivate, //pfnServerActivate
ServerDeactivate, //pfnServerDeactivate
PlayerPreThink, //pfnPlayerPreThink
PlayerPostThink, //pfnPlayerPostThink
StartFrame, //pfnStartFrame
ParmsNewLevel, //pfnParmsNewLevel
ParmsChangeLevel, //pfnParmsChangeLevel
GetGameDescription, //pfnGetGameDescription Returns string describing current .dll game.
PlayerCustomization, //pfnPlayerCustomization Notifies .dll of new customization for player.
SpectatorConnect, //pfnSpectatorConnect Called when spectator joins server
SpectatorDisconnect, //pfnSpectatorDisconnect Called when spectator leaves the server
SpectatorThink, //pfnSpectatorThink Called when spectator sends a command packet (usercmd_t)
Sys_Error, //pfnSys_Error Called when engine has encountered an error
PM_Move, //pfnPM_Move
PM_Init, //pfnPM_Init Server version of player movement initialization
PM_FindTextureType, //pfnPM_FindTextureType
SetupVisibility, //pfnSetupVisibility Set up PVS and PAS for networking for this client
UpdateClientData, //pfnUpdateClientData Set up data sent only to specific client
AddToFullPack, //pfnAddToFullPack
CreateBaseline, //pfnCreateBaseline Tweak entity baseline for network encoding, allows setup of player baselines, too.
RegisterEncoders, //pfnRegisterEncoders Callbacks for network encoding
GetWeaponData, //pfnGetWeaponData
CmdStart, //pfnCmdStart
CmdEnd, //pfnCmdEnd
ConnectionlessPacket, //pfnConnectionlessPacket
GetHullBounds, //pfnGetHullBounds
CreateInstancedBaselines, //pfnCreateInstancedBaselines
InconsistentFile, //pfnInconsistentFile
AllowLagCompensation, //pfnAllowLagCompensation
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};
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NEW_DLL_FUNCTIONS gNewDLLFunctions =
{
OnFreeEntPrivateData, //pfnOnFreeEntPrivateData
GameDLLShutdown,
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};
static void SetObjectCollisionBox(entvars_t* pev);
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extern "C" {
int GetEntityAPI(DLL_FUNCTIONS* pFunctionTable, int interfaceVersion)
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{
if (!pFunctionTable || interfaceVersion != INTERFACE_VERSION)
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{
return 0;
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}
memcpy(pFunctionTable, &gFunctionTable, sizeof(DLL_FUNCTIONS));
return 1;
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}
int GetEntityAPI2(DLL_FUNCTIONS* pFunctionTable, int* interfaceVersion)
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{
if (!pFunctionTable || *interfaceVersion != INTERFACE_VERSION)
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{
// Tell engine what version we had, so it can figure out who is out of date.
*interfaceVersion = INTERFACE_VERSION;
return 0;
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}
memcpy(pFunctionTable, &gFunctionTable, sizeof(DLL_FUNCTIONS));
return 1;
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}
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int GetNewDLLFunctions(NEW_DLL_FUNCTIONS* pFunctionTable, int* interfaceVersion)
{
if (!pFunctionTable || *interfaceVersion != NEW_DLL_FUNCTIONS_VERSION)
{
*interfaceVersion = NEW_DLL_FUNCTIONS_VERSION;
return 0;
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}
memcpy(pFunctionTable, &gNewDLLFunctions, sizeof(gNewDLLFunctions));
return 1;
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}
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}
int DispatchSpawn(edict_t* pent)
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{
CBaseEntity* pEntity = (CBaseEntity*)GET_PRIVATE(pent);
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if (pEntity)
{
// Initialize these or entities who don't link to the world won't have anything in here
pEntity->pev->absmin = pEntity->pev->origin - Vector(1, 1, 1);
pEntity->pev->absmax = pEntity->pev->origin + Vector(1, 1, 1);
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pEntity->Spawn();
// Try to get the pointer again, in case the spawn function deleted the entity.
// UNDONE: Spawn() should really return a code to ask that the entity be deleted, but
// that would touch too much code for me to do that right now.
pEntity = (CBaseEntity*)GET_PRIVATE(pent);
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if (pEntity)
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{
if (g_pGameRules && !g_pGameRules->IsAllowedToSpawn(pEntity))
return -1; // return that this entity should be deleted
if ((pEntity->pev->flags & FL_KILLME) != 0)
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return -1;
}
// Handle global stuff here
if (pEntity && !FStringNull(pEntity->pev->globalname))
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{
const globalentity_t* pGlobal = gGlobalState.EntityFromTable(pEntity->pev->globalname);
if (pGlobal)
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{
// Already dead? delete
if (pGlobal->state == GLOBAL_DEAD)
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return -1;
else if (!FStrEq(STRING(gpGlobals->mapname), pGlobal->levelName))
pEntity->MakeDormant(); // Hasn't been moved to this level yet, wait but stay alive
// In this level & not dead, continue on as normal
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}
else
{
// Spawned entities default to 'On'
gGlobalState.EntityAdd(pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON);
// ALERT( at_console, "Added global entity %s (%s)\n", STRING(pEntity->pev->classname), STRING(pEntity->pev->globalname) );
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}
}
}
return 0;
}
void DispatchKeyValue(edict_t* pentKeyvalue, KeyValueData* pkvd)
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{
if (!pkvd || !pentKeyvalue)
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return;
EntvarsKeyvalue(VARS(pentKeyvalue), pkvd);
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// If the key was an entity variable, or there's no class set yet, don't look for the object, it may
// not exist yet.
if (0 != pkvd->fHandled || pkvd->szClassName == NULL)
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return;
// Get the actualy entity object
CBaseEntity* pEntity = (CBaseEntity*)GET_PRIVATE(pentKeyvalue);
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if (!pEntity)
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return;
pkvd->fHandled = static_cast<int32>(pEntity->KeyValue(pkvd));
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}
void DispatchTouch(edict_t* pentTouched, edict_t* pentOther)
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{
if (gTouchDisabled)
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return;
CBaseEntity* pEntity = (CBaseEntity*)GET_PRIVATE(pentTouched);
CBaseEntity* pOther = (CBaseEntity*)GET_PRIVATE(pentOther);
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if (pEntity && pOther && ((pEntity->pev->flags | pOther->pev->flags) & FL_KILLME) == 0)
pEntity->Touch(pOther);
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}
void DispatchUse(edict_t* pentUsed, edict_t* pentOther)
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{
CBaseEntity* pEntity = (CBaseEntity*)GET_PRIVATE(pentUsed);
CBaseEntity* pOther = (CBaseEntity*)GET_PRIVATE(pentOther);
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if (pEntity && (pEntity->pev->flags & FL_KILLME) == 0)
pEntity->Use(pOther, pOther, USE_TOGGLE, 0);
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}
void DispatchThink(edict_t* pent)
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{
CBaseEntity* pEntity = (CBaseEntity*)GET_PRIVATE(pent);
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if (pEntity)
{
if (FBitSet(pEntity->pev->flags, FL_DORMANT))
ALERT(at_error, "Dormant entity %s is thinking!!\n", STRING(pEntity->pev->classname));
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pEntity->Think();
}
}
void DispatchBlocked(edict_t* pentBlocked, edict_t* pentOther)
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{
CBaseEntity* pEntity = (CBaseEntity*)GET_PRIVATE(pentBlocked);
CBaseEntity* pOther = (CBaseEntity*)GET_PRIVATE(pentOther);
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if (pEntity)
pEntity->Blocked(pOther);
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}
void DispatchSave(edict_t* pent, SAVERESTOREDATA* pSaveData)
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{
gpGlobals->time = pSaveData->time;
CBaseEntity* pEntity = (CBaseEntity*)GET_PRIVATE(pent);
if (pEntity && CSaveRestoreBuffer::IsValidSaveRestoreData(pSaveData))
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{
ENTITYTABLE* pTable = &pSaveData->pTable[pSaveData->currentIndex];
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if (pTable->pent != pent)
ALERT(at_error, "ENTITY TABLE OR INDEX IS WRONG!!!!\n");
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if ((pEntity->ObjectCaps() & FCAP_DONT_SAVE) != 0)
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return;
// These don't use ltime & nextthink as times really, but we'll fudge around it.
if (pEntity->pev->movetype == MOVETYPE_PUSH)
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{
float delta = pEntity->pev->nextthink - pEntity->pev->ltime;
pEntity->pev->ltime = gpGlobals->time;
pEntity->pev->nextthink = pEntity->pev->ltime + delta;
}
pTable->location = pSaveData->size; // Remember entity position for file I/O
pTable->classname = pEntity->pev->classname; // Remember entity class for respawn
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CSave saveHelper(*pSaveData);
pEntity->Save(saveHelper);
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pTable->size = pSaveData->size - pTable->location; // Size of entity block is data size written to block
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}
}
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void OnFreeEntPrivateData(edict_s* pEdict)
{
if (pEdict && pEdict->pvPrivateData)
{
auto entity = reinterpret_cast<CBaseEntity*>(pEdict->pvPrivateData);
delete entity;
//Zero this out so the engine doesn't try to free it again.
pEdict->pvPrivateData = nullptr;
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}
}
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// Find the matching global entity. Spit out an error if the designer made entities of
// different classes with the same global name
CBaseEntity* FindGlobalEntity(string_t classname, string_t globalname)
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{
edict_t* pent = FIND_ENTITY_BY_STRING(NULL, "globalname", STRING(globalname));
CBaseEntity* pReturn = CBaseEntity::Instance(pent);
if (pReturn)
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{
if (!FClassnameIs(pReturn->pev, STRING(classname)))
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{
ALERT(at_console, "Global entity found %s, wrong class %s\n", STRING(globalname), STRING(pReturn->pev->classname));
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pReturn = NULL;
}
}
return pReturn;
}
int DispatchRestore(edict_t* pent, SAVERESTOREDATA* pSaveData, int globalEntity)
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{
gpGlobals->time = pSaveData->time;
CBaseEntity* pEntity = (CBaseEntity*)GET_PRIVATE(pent);
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if (pEntity && CSaveRestoreBuffer::IsValidSaveRestoreData(pSaveData))
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{
entvars_t tmpVars;
Vector oldOffset;
CRestore restoreHelper(*pSaveData);
if (0 != globalEntity)
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{
CRestore tmpRestore(*pSaveData);
tmpRestore.PrecacheMode(false);
tmpRestore.ReadEntVars("ENTVARS", &tmpVars);
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// HACKHACK - reset the save pointers, we're going to restore for real this time
pSaveData->size = pSaveData->pTable[pSaveData->currentIndex].location;
pSaveData->pCurrentData = pSaveData->pBaseData + pSaveData->size;
// -------------------
const globalentity_t* pGlobal = gGlobalState.EntityFromTable(tmpVars.globalname);
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// Don't overlay any instance of the global that isn't the latest
// pSaveData->szCurrentMapName is the level this entity is coming from
// pGlobla->levelName is the last level the global entity was active in.
// If they aren't the same, then this global update is out of date.
if (!FStrEq(pSaveData->szCurrentMapName, pGlobal->levelName))
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return 0;
// Compute the new global offset
oldOffset = pSaveData->vecLandmarkOffset;
CBaseEntity* pNewEntity = FindGlobalEntity(tmpVars.classname, tmpVars.globalname);
if (pNewEntity)
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{
// ALERT( at_console, "Overlay %s with %s\n", STRING(pNewEntity->pev->classname), STRING(tmpVars.classname) );
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// Tell the restore code we're overlaying a global entity from another level
restoreHelper.SetGlobalMode(true); // Don't overwrite global fields
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pSaveData->vecLandmarkOffset = (pSaveData->vecLandmarkOffset - pNewEntity->pev->mins) + tmpVars.mins;
pEntity = pNewEntity; // we're going to restore this data OVER the old entity
pent = ENT(pEntity->pev);
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// Update the global table to say that the global definition of this entity should come from this level
gGlobalState.EntityUpdate(pEntity->pev->globalname, gpGlobals->mapname);
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}
else
{
// This entity will be freed automatically by the engine. If we don't do a restore on a matching entity (below)
// or call EntityUpdate() to move it to this level, we haven't changed global state at all.
return 0;
}
}
if ((pEntity->ObjectCaps() & FCAP_MUST_SPAWN) != 0)
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{
pEntity->Restore(restoreHelper);
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pEntity->Spawn();
}
else
{
pEntity->Restore(restoreHelper);
pEntity->Precache();
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}
// Again, could be deleted, get the pointer again.
pEntity = (CBaseEntity*)GET_PRIVATE(pent);
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#if 0
if ( pEntity && !FStringNull(pEntity->pev->globalname) && 0 != globalEntity )
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{
ALERT( at_console, "Global %s is %s\n", STRING(pEntity->pev->globalname), STRING(pEntity->pev->model) );
}
#endif
// Is this an overriding global entity (coming over the transition), or one restoring in a level
if (0 != globalEntity)
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{
// ALERT( at_console, "After: %f %f %f %s\n", pEntity->pev->origin.x, pEntity->pev->origin.y, pEntity->pev->origin.z, STRING(pEntity->pev->model) );
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pSaveData->vecLandmarkOffset = oldOffset;
if (pEntity)
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{
UTIL_SetOrigin(pEntity->pev, pEntity->pev->origin);
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pEntity->OverrideReset();
}
}
else if (pEntity && !FStringNull(pEntity->pev->globalname))
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{
const globalentity_t* pGlobal = gGlobalState.EntityFromTable(pEntity->pev->globalname);
if (pGlobal)
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{
// Already dead? delete
if (pGlobal->state == GLOBAL_DEAD)
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return -1;
else if (!FStrEq(STRING(gpGlobals->mapname), pGlobal->levelName))
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{
pEntity->MakeDormant(); // Hasn't been moved to this level yet, wait but stay alive
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}
// In this level & not dead, continue on as normal
}
else
{
ALERT(at_error, "Global Entity %s (%s) not in table!!!\n", STRING(pEntity->pev->globalname), STRING(pEntity->pev->classname));
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// Spawned entities default to 'On'
gGlobalState.EntityAdd(pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON);
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}
}
}
return 0;
}
void DispatchObjectCollsionBox(edict_t* pent)
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{
CBaseEntity* pEntity = (CBaseEntity*)GET_PRIVATE(pent);
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if (pEntity)
{
pEntity->SetObjectCollisionBox();
}
else
SetObjectCollisionBox(&pent->v);
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}
void SaveWriteFields(SAVERESTOREDATA* pSaveData, const char* pname, void* pBaseData, TYPEDESCRIPTION* pFields, int fieldCount)
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{
if (!CSaveRestoreBuffer::IsValidSaveRestoreData(pSaveData))
{
return;
}
CSave saveHelper(*pSaveData);
saveHelper.WriteFields(pname, pBaseData, pFields, fieldCount);
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}
void SaveReadFields(SAVERESTOREDATA* pSaveData, const char* pname, void* pBaseData, TYPEDESCRIPTION* pFields, int fieldCount)
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{
if (!CSaveRestoreBuffer::IsValidSaveRestoreData(pSaveData))
{
return;
}
// Always check if the player is stuck when loading a save game.
g_CheckForPlayerStuck = true;
CRestore restoreHelper(*pSaveData);
restoreHelper.ReadFields(pname, pBaseData, pFields, fieldCount);
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}
edict_t* EHANDLE::Get()
{
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if (m_pent)
{
if (m_pent->serialnumber == m_serialnumber)
return m_pent;
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else
return NULL;
}
return NULL;
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};
edict_t* EHANDLE::Set(edict_t* pent)
{
m_pent = pent;
if (pent)
m_serialnumber = m_pent->serialnumber;
return pent;
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};
EHANDLE::operator CBaseEntity*()
{
return (CBaseEntity*)GET_PRIVATE(Get());
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};
CBaseEntity* EHANDLE::operator=(CBaseEntity* pEntity)
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{
if (pEntity)
{
m_pent = ENT(pEntity->pev);
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if (m_pent)
m_serialnumber = m_pent->serialnumber;
}
else
{
m_pent = NULL;
m_serialnumber = 0;
}
return pEntity;
}
CBaseEntity* EHANDLE::operator->()
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{
return (CBaseEntity*)GET_PRIVATE(Get());
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}
// give health
bool CBaseEntity::TakeHealth(float flHealth, int bitsDamageType)
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{
if (0 == pev->takedamage)
return false;
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// heal
if (pev->health >= pev->max_health)
return false;
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pev->health += flHealth;
if (pev->health > pev->max_health)
pev->health = pev->max_health;
return true;
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}
// inflict damage on this entity. bitsDamageType indicates type of damage inflicted, ie: DMG_CRUSH
bool CBaseEntity::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
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{
Vector vecTemp;
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if (0 == pev->takedamage)
return false;
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// UNDONE: some entity types may be immune or resistant to some bitsDamageType
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// if Attacker == Inflictor, the attack was a melee or other instant-hit attack.
// (that is, no actual entity projectile was involved in the attack so use the shooter's origin).
if (pevAttacker == pevInflictor)
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{
vecTemp = pevInflictor->origin - (VecBModelOrigin(pev));
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}
else
// an actual missile was involved.
{
vecTemp = pevInflictor->origin - (VecBModelOrigin(pev));
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}
// this global is still used for glass and other non-monster killables, along with decals.
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g_vecAttackDir = vecTemp.Normalize();
// save damage based on the target's armor level
// figure momentum add (don't let hurt brushes or other triggers move player)
if ((!FNullEnt(pevInflictor)) && (pev->movetype == MOVETYPE_WALK || pev->movetype == MOVETYPE_STEP) && (pevAttacker->solid != SOLID_TRIGGER))
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{
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
vecDir = vecDir.Normalize();
float flForce = flDamage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5;
if (flForce > 1000.0)
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flForce = 1000.0;
pev->velocity = pev->velocity + vecDir * flForce;
}
// do the damage
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pev->health -= flDamage;
if (pev->health <= 0)
{
Killed(pevAttacker, GIB_NORMAL);
return false;
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}
return true;
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}
void CBaseEntity::Killed(entvars_t* pevAttacker, int iGib)
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{
pev->takedamage = DAMAGE_NO;
pev->deadflag = DEAD_DEAD;
UTIL_Remove(this);
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}
CBaseEntity* CBaseEntity::GetNextTarget()
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{
if (FStringNull(pev->target))
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return NULL;
edict_t* pTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(pev->target));
if (FNullEnt(pTarget))
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return NULL;
return Instance(pTarget);
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}
// Global Savedata for Delay
TYPEDESCRIPTION CBaseEntity::m_SaveData[] =
{
DEFINE_FIELD(CBaseEntity, m_pGoalEnt, FIELD_CLASSPTR),
DEFINE_FIELD(CBaseEntity, m_EFlags, FIELD_CHARACTER),
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DEFINE_FIELD(CBaseEntity, m_pfnThink, FIELD_FUNCTION), // UNDONE: Build table of these!!!
DEFINE_FIELD(CBaseEntity, m_pfnTouch, FIELD_FUNCTION),
DEFINE_FIELD(CBaseEntity, m_pfnUse, FIELD_FUNCTION),
DEFINE_FIELD(CBaseEntity, m_pfnBlocked, FIELD_FUNCTION),
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};
bool CBaseEntity::Save(CSave& save)
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{
if (save.WriteEntVars("ENTVARS", pev))
return save.WriteFields("BASE", this, m_SaveData, ARRAYSIZE(m_SaveData));
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return false;
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}
bool CBaseEntity::Restore(CRestore& restore)
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{
bool status;
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status = restore.ReadEntVars("ENTVARS", pev);
if (status)
status = restore.ReadFields("BASE", this, m_SaveData, ARRAYSIZE(m_SaveData));
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if (pev->modelindex != 0 && !FStringNull(pev->model))
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{
Vector mins, maxs;
mins = pev->mins; // Set model is about to destroy these
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maxs = pev->maxs;
PRECACHE_MODEL((char*)STRING(pev->model));
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SET_MODEL(ENT(pev), STRING(pev->model));
UTIL_SetSize(pev, mins, maxs); // Reset them
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}
return status;
}
// Initialize absmin & absmax to the appropriate box
void SetObjectCollisionBox(entvars_t* pev)
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{
if ((pev->solid == SOLID_BSP) &&
(pev->angles != g_vecZero))
{ // expand for rotation
float max, v;
int i;
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max = 0;
for (i = 0; i < 3; i++)
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{
v = fabs(((float*)pev->mins)[i]);
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if (v > max)
max = v;
v = fabs(((float*)pev->maxs)[i]);
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if (v > max)
max = v;
}
for (i = 0; i < 3; i++)
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{
((float*)pev->absmin)[i] = ((float*)pev->origin)[i] - max;
((float*)pev->absmax)[i] = ((float*)pev->origin)[i] + max;
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}
}
else
{
pev->absmin = pev->origin + pev->mins;
pev->absmax = pev->origin + pev->maxs;
}
pev->absmin.x -= 1;
pev->absmin.y -= 1;
pev->absmin.z -= 1;
pev->absmax.x += 1;
pev->absmax.y += 1;
pev->absmax.z += 1;
}
void CBaseEntity::SetObjectCollisionBox()
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{
::SetObjectCollisionBox(pev);
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}
bool CBaseEntity::Intersects(CBaseEntity* pOther)
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{
if (pOther->pev->absmin.x > pev->absmax.x ||
pOther->pev->absmin.y > pev->absmax.y ||
pOther->pev->absmin.z > pev->absmax.z ||
pOther->pev->absmax.x < pev->absmin.x ||
pOther->pev->absmax.y < pev->absmin.y ||
pOther->pev->absmax.z < pev->absmin.z)
return false;
return true;
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}
void CBaseEntity::MakeDormant()
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{
SetBits(pev->flags, FL_DORMANT);
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// Don't touch
pev->solid = SOLID_NOT;
// Don't move
pev->movetype = MOVETYPE_NONE;
// Don't draw
SetBits(pev->effects, EF_NODRAW);
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// Don't think
pev->nextthink = 0;
// Relink
UTIL_SetOrigin(pev, pev->origin);
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}
bool CBaseEntity::IsDormant()
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{
return FBitSet(pev->flags, FL_DORMANT);
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}
bool CBaseEntity::IsInWorld()
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{
// position
if (pev->origin.x >= 4096)
return false;
if (pev->origin.y >= 4096)
return false;
if (pev->origin.z >= 4096)
return false;
if (pev->origin.x <= -4096)
return false;
if (pev->origin.y <= -4096)
return false;
if (pev->origin.z <= -4096)
return false;
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// speed
if (pev->velocity.x >= 2000)
return false;
if (pev->velocity.y >= 2000)
return false;
if (pev->velocity.z >= 2000)
return false;
if (pev->velocity.x <= -2000)
return false;
if (pev->velocity.y <= -2000)
return false;
if (pev->velocity.z <= -2000)
return false;
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return true;
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}
bool CBaseEntity::ShouldToggle(USE_TYPE useType, bool currentState)
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{
if (useType != USE_TOGGLE && useType != USE_SET)
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{
if ((currentState && useType == USE_ON) || (!currentState && useType == USE_OFF))
return false;
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}
return true;
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}
int CBaseEntity::DamageDecal(int bitsDamageType)
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{
if (pev->rendermode == kRenderTransAlpha)
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return -1;
if (pev->rendermode != kRenderNormal)
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return DECAL_BPROOF1;
return DECAL_GUNSHOT1 + RANDOM_LONG(0, 4);
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}
// NOTE: szName must be a pointer to constant memory, e.g. "monster_class" because the entity
// will keep a pointer to it after this call.
CBaseEntity* CBaseEntity::Create(const char* szName, const Vector& vecOrigin, const Vector& vecAngles, edict_t* pentOwner)
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{
edict_t* pent;
CBaseEntity* pEntity;
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pent = CREATE_NAMED_ENTITY(MAKE_STRING(szName));
if (FNullEnt(pent))
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{
ALERT(at_console, "NULL Ent in Create!\n");
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return NULL;
}
pEntity = Instance(pent);
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pEntity->pev->owner = pentOwner;
pEntity->pev->origin = vecOrigin;
pEntity->pev->angles = vecAngles;
DispatchSpawn(pEntity->edict());
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return pEntity;
}